/*
 * Copyright (C) 2005-2011 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008-2011 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2006-2011 ScriptDev2 <http://www.scriptdev2.com/>
 *
 * Copyright (C) 2010-2011 ProjectSkyfire <http://www.projectskyfire.org/>
 * 
 * Copyright (C) 2011 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

/* ScriptData
 SDName: boss_maleki_the_pallid
 SD%Complete: 100
 SDComment:
 SDCategory: Stratholme
 EndScriptData */

#include "ScriptPCH.h"
#include "stratholme.h"

#define SPELL_FROSTBOLT    17503
#define SPELL_DRAINLIFE    20743
#define SPELL_DRAIN_MANA    17243
#define SPELL_ICETOMB    16869

class boss_maleki_the_pallid: public CreatureScript {
public:
	boss_maleki_the_pallid() :
			CreatureScript("boss_maleki_the_pallid") {
	}

	CreatureAI* GetAI(Creature* pCreature) const {
		return new boss_maleki_the_pallidAI(pCreature);
	}

	struct boss_maleki_the_pallidAI: public ScriptedAI {
		boss_maleki_the_pallidAI(Creature *c) :
				ScriptedAI(c) {
			pInstance = me->GetInstanceScript();
		}

		InstanceScript* pInstance;

		uint32 Frostbolt_Timer;
		uint32 IceTomb_Timer;
		uint32 DrainLife_Timer;

		void Reset() {
			Frostbolt_Timer = 1000;
			IceTomb_Timer = 16000;
			DrainLife_Timer = 31000;
		}

		void EnterCombat(Unit * /*who*/) {
		}

		void JustDied(Unit* /*Killer*/) {
			if (pInstance)
				pInstance->SetData(TYPE_PALLID, IN_PROGRESS);
		}

		void UpdateAI(const uint32 diff) {
			//Return since we have no target
			if (!UpdateVictim())
				return;

			//Frostbolt
			if (Frostbolt_Timer <= diff) {
				if (rand() % 100 < 90)
					DoCast(me->getVictim(), SPELL_FROSTBOLT);
				Frostbolt_Timer = 3500;
			} else
				Frostbolt_Timer -= diff;

			//IceTomb
			if (IceTomb_Timer <= diff) {
				if (rand() % 100 < 65)
					DoCast(me->getVictim(), SPELL_ICETOMB);
				IceTomb_Timer = 28000;
			} else
				IceTomb_Timer -= diff;

			//DrainLife
			if (DrainLife_Timer <= diff) {
				if (rand() % 100 < 55)
					DoCast(me->getVictim(), SPELL_DRAINLIFE);
				DrainLife_Timer = 31000;
			} else
				DrainLife_Timer -= diff;

			DoMeleeAttackIfReady();
		}
	};
};

void AddSC_boss_maleki_the_pallid() {
	new boss_maleki_the_pallid();
}
